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Filename: /var//www///professionalpeerforum/Molnia_files//web.js
(function(){ 'use strict'; // Configuration options var opts = { background: 'black', numberOrbs: 50, // increase with screen size. 50 to 100 for my 2560 x 1400 monitor maxVelocity: 2.5, // increase with screen size--dramatically affects line density. 2-3 for me orbRadius: 1, // keep small unless you really want to see the dots bouncing. I like <= 1. minProximity: 100, // controls how close dots have to come to each other before lines are traced initialColorAngle: 7, // initialize the color angle, default = 7 colorFrequency: 0.3, // 0.3 default colorAngleIncrement: 0.009, // 0.009 is slow and even globalAlpha: 0.020, //controls alpha for lines, but not dots (despite the name) manualWidth: false, // Default: false, change to your own custom width to override width = window.innerWidth. Yes i know I'm mixing types here, sue me. manualHeight: false// Default: false, change to your own custom height to override height = window.innerHeight }; // Canvas globals var canvasTop, linecxt, canvasBottom, cxt, width, height, animationFrame; // Global objects var orbs; // Orb object - these are the guys that bounce around the screen. // We will draw lines between these dots, but that behavior is found // in the Orbs container object var Orb = (function() { // Constructor function Orb(radius, color) { var posX = randBetween(0, width); var posY = randBetween(0, height); this.position = new Vector(posX, posY); var velS = randBetween(0, opts.maxVelocity); // Velocity scalar this.velocity = Vector.randomDirection().multiply(velS).noZ(); this.radius = radius; this.color = color; } // Orb methods Orb.prototype = { update: function() { // position = position + velocity this.position = this.position.add(this.velocity); // bounce if the dot reaches the edge of the container. // this can be EXTREMELY buggy with large dot radiuses, but it works for this // drawing. if (this.position.x + this.radius >= width || this.position.x - this.radius <= 0) { this.velocity.x = this.velocity.x * -1; } if (this.position.y + this.radius >= height || this.position.y - this.radius <= 0) { this.velocity.y = this.velocity.y * -1; } }, display: function() { cxt.beginPath(); cxt.fillStyle = this.color; cxt.ellipse(this.position.x, this.position.y, this.radius, this.radius, 0, 0, 2*Math.PI, false); cxt.fill(); cxt.closePath(); }, run: function() { this.update(); this.display(); } }; return Orb; })(); // Orbs object - this is a container that manages all of the individual Orb objects. // In addition, this object holds the color phasing and line-drawing functionality, // since it already iterates over all the orbs once per frame anyway. var Orbs = (function() { // Constructor function Orbs(numberOrbs, radius, initialColorAngle, globalAlpha, colorAngleIncrement, colorFrequency) { this.orbs = []; this.colorAngle = initialColorAngle; this.colorAngleIncrement = colorAngleIncrement; this.globalAlpha = globalAlpha; this.colorFrequency = colorFrequency; this.color = null; for (var i = 0; i < numberOrbs; i++) { this.orbs.push(new Orb(radius, this.color)); } } Orbs.prototype = { run: function() { this.phaseColor(); for (var i = 0; i < this.orbs.length; i++) { for (var j = i + 1; j < this.orbs.length; j++) { // we only want to compare this orb to orbs which are further along in the array, // since any that came before will have already been compared to this orb. this.compare(this.orbs[i], this.orbs[j]); } this.orbs[i].color = this.color; this.orbs[i].run(); } }, compare: function(orbA, orbB) { // Get the distance between the two orbs. var distance = Math.abs(orbA.position.subtract(orbB.position).length()); if (distance <= opts.minProximity) { // the important thing to note here is that we're drawing this onto '#canvas-top' // since we want to preserve everything drawn to that layer. linecxt.beginPath(); linecxt.strokeStyle = this.color; linecxt.globalAlpha = this.globalAlpha; linecxt.moveTo(orbA.position.x, orbA.position.y); linecxt.lineTo(orbB.position.x, orbB.position.y); linecxt.stroke(); linecxt.closePath(); } }, phaseColor: function() { // color component = sin(freq * angle + phaseOffset) => (between -1 and 1) * 127 + 128 var r = Math.floor(Math.sin(this.colorFrequency*this.colorAngle + Math.PI*0/3) * 127 + 128); var g = Math.floor(Math.sin(this.colorFrequency*this.colorAngle + Math.PI*2/3) * 127 + 128); var b = Math.floor(Math.sin(this.colorFrequency*this.colorAngle + Math.PI*4/3) * 127 + 128); this.color = 'rgba(' + r + ', ' + g + ', ' + b + ', 1)'; this.colorAngle += this.colorAngleIncrement; } }; return Orbs; })(); // This function is called once and only once to kick off the code. // It links DOM objects like the canvas to the respective global variable. function initialize() { canvasTop = document.querySelector('#canvas-top'); // this canvas is for the lines between dots canvasBottom = document.querySelector('#canvas-bottom'); // this canvas is for the dots that bounce around linecxt = canvasTop.getContext('2d'); cxt = canvasBottom.getContext('2d'); window.addEventListener('resize', resize, false); resize(); } // This function is called after initialization and window resize. function resize() { width = opts.manualWidth ? opts.manualWidth : window.innerWidth; height = opts.manualHeight ? opts.manualHeight : window.innerHeight; setup(); } // after window resize we need to function setup() { canvasTop.width = width; canvasTop.height = height; canvasBottom.width = width; canvasBottom.height = height; //fillBackground(linecxt); // Enable this line if you want to save an image of the drawing. fillBackground(cxt); orbs = new Orbs(opts.numberOrbs, opts.orbRadius, opts.initialColorAngle, opts.globalAlpha, opts.colorAngleIncrement, opts.colorFrequency); // If we hit this line, it was either via initialization procedures (which means animationFrame is undefined) // or through window resize, in which case we need to cancel the old draw loop and make a new one. if (animationFrame !== undefined) { cancelAnimationFrame(animationFrame); } draw(); } // Notice that we only fillBackground on one of the two canvases. This is because we want to animate // the dot layer (we don't want to leave trails left by the dots), but preserve the line layer. function draw() { fillBackground(cxt); orbs.run(); // Update the global animationFrame variable -- this enables to cancel the redraw loop on resize animationFrame = requestAnimationFrame(draw); } // generic background fill function function fillBackground(context) { context.fillStyle = opts.background; context.fillRect(0, 0, width, height); } // get random float between two numbers, inclusive function randBetween(low, high) { return Math.random() * (high - low) + low; } // get random INT between two numbers, inclusive function randIntBetween(low, high) { return Math.floor(Math.random() * (high - low + 1) + low); } // Start the code already, dammit! initialize(); })();
./Ninja\.